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Comparing deliantra/server/include/config.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:48 2006 UTC vs.
Revision 1.8 by root, Wed Mar 15 14:25:47 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.1 2006/02/03 07:12:48 root Exp $"; 3 * "$Id: config.h,v 1.8 2006/03/15 14:25:47 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
74 * MANY_CORES - generate core dumps on gross errors instead of continuing? 74 * MANY_CORES - generate core dumps on gross errors instead of continuing?
75 * PARTY_KILL_LOG - stores party kill information 75 * PARTY_KILL_LOG - stores party kill information
76 * WATCHDOG - allows use of an external watchdog program 76 * WATCHDOG - allows use of an external watchdog program
77 * 77 *
78 ***********************************************************************/ 78 ***********************************************************************/
79
80/* Use a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss, and party members
83 * are treated by pet monsters as the owner itself when moving "through" them.
84 */
85#define COZY_SERVER 1
79 86
80/* Use balanced stat loss code? 87/* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower 88 * This code is a little more merciful with repeated stat loss at lower
82 * levels. Basically, the more stats you have lost, the less likely that 89 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown 90 * you will lose more. Additionally, lower level characters are shown
107 * this gets more offset as the stat gets more depleted. 114 * this gets more offset as the stat gets more depleted.
108 * 115 *
109 */ 116 */
110/* GD */ 117/* GD */
111 118
112#define BALSL_LOSS_CHANCE_RATIO 4 119#define BALSL_LOSS_CHANCE_RATIO 100
113#define BALSL_NUMBER_LOSSES_RATIO 6 120#define BALSL_NUMBER_LOSSES_RATIO 100
114#define BALSL_MAX_LOSS_RATIO 2 121#define BALSL_MAX_LOSS_RATIO 100
115 122
116 123
117/* Don't edit these values. They are configured in lib/settings. These are 124/* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */ 125 Simply the defaults. */
119 126
221/* This determine how many entries are stored in the kill log. You 228/* This determine how many entries are stored in the kill log. You
222 * can see this information with the 'party kills' command. More entries 229 * can see this information with the 'party kills' command. More entries
223 * mean slower performance and more memory. IF this is not defined, then 230 * mean slower performance and more memory. IF this is not defined, then
224 * this feature is disabled. 231 * this feature is disabled.
225 */ 232 */
226/*
227#define PARTY_KILL_LOG 20 233#define PARTY_KILL_LOG 20
228*/
229 234
230/* Use permanent experience code? 235/* Use permanent experience code?
231 * This code allows players to build up a small amount of 'permanent 236 * This code allows players to build up a small amount of 'permanent
232 * experience' which reduces the effect of large experience drains, such as 237 * experience' which reduces the effect of large experience drains, such as
233 * death. This makes multiple frequent deaths less devastating, and also 238 * death. This makes multiple frequent deaths less devastating, and also
607#define STARTMAX 500 /* How big array of objects to start with */ 612#define STARTMAX 500 /* How big array of objects to start with */
608#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 613#define OBJ_EXPAND 100 /* How big steps to use when expanding array */
609 614
610#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 615#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
611 616
612#define ARCHTABLE 5003 /* Used when hashing archetypes */ 617#define ARCHTABLE 16384 /* Arch hashtable size */
613#define MAXSTRING 20 618#define MAXSTRING 20
614 619
615#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 620#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
616 621
617 622
648 * thus requiring that the server be setuid/setgid, and more generous 653 * thus requiring that the server be setuid/setgid, and more generous
649 * permisisons needed. 654 * permisisons needed.
650 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 655 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
651 * for nay directories created. 656 * for nay directories created.
652 */ 657 */
658/* IMPORTANT: there is a race during saving, where the umask is being applied */
653#define SAVE_MODE 0660 659#define SAVE_MODE 0660
654#define SAVE_DIR_MODE 0770 660#define SAVE_DIR_MODE 0770
655 661
656/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really 662/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
657 * needs to be selected. You can set both, and things will work fine, 663 * needs to be selected. You can set both, and things will work fine,
667 * environment, you may want to set this to a higher value, so that 673 * environment, you may want to set this to a higher value, so that
668 * you are not spending too much time saving the characters. 674 * you are not spending too much time saving the characters.
669 * This option should now work (Crossfire 0.90.5) 675 * This option should now work (Crossfire 0.90.5)
670 */ 676 */
671 677
672/*#define SAVE_INTERVAL 300*/ 678//#define SAVE_INTERVAL 60
673 679
674/* 680/*
675 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 681 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
676 * 5000 with MAX_TIME set at 120,000 means that the player will be 682 * 5000 with MAX_TIME set at 120,000 means that the player will be
677 * saved every 10 minutes. Some effort should probably be made to 683 * saved every 10 minutes. Some effort should probably be made to
680 * may not be large enough to save all of them.) As it is now, it will 686 * may not be large enough to save all of them.) As it is now, it will
681 * just set the base tick of when they log on, which should keep the 687 * just set the base tick of when they log on, which should keep the
682 * saves pretty well spread out (in a fairly random fashion.) 688 * saves pretty well spread out (in a fairly random fashion.)
683 */ 689 */
684 690
685#define AUTOSAVE 5000 691#define AUTOSAVE 500
686 692
687/* Often, emergency save fails because the memory corruption that caused 693/* Often, emergency save fails because the memory corruption that caused
688 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 694 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
689 * to disable emergency saves. This actually does 695 * to disable emergency saves. This actually does
690 * prevent emergency saves now (Version 0.90.5). 696 * prevent emergency saves now (Version 0.90.5).

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